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Author Topic: 1 Tiny Problem, Please Help. (3 messages, Page 1 of 1)
Moderators: Dennis

modtyrant
Joined: Apr 2, 2010


Posted: Nov 13, 2010 05:41 AM    Msg. 1 of 3       
Hey!

Hehe, i thought i was done after i got vehicles down, but another problem pops out of the wood work.

Any ways i,am having a problem with a Biped's Aim Still & Aim Move. I,am not sure what position each frame is. Aim Still & Aim Move both have 9 frames, but like vehicles (I think) each frame is a specific direction for aiming such as down right, down middle , down left etc. I'm not sure which frame is which for Bipeds.

See basically all my other Biped animations work besides turning left, turning right, aim move and aim still. For some reason i believe turn left and turn right are related to aim move and aim still and they all have to be working in order for them to work correctly (Meaning if one is bad those 4 won't work properly). That's only a guess as to why my turning and aiming is not working for master chief.

Well i will greatly appreciate any help and will defiantly give credit where it is due to all the people who have helped me with my problems.

Thanks!

Summery of Problems

1.Biped will not turn left or right
2.Aiming is all screwed up (default animations)

I made custom aiming animations, but it did not work right. The Biped only aimed in 1 or 2 directions and he still did not turn with the custom aiming animations.
Edited by modtyrant on Nov 13, 2010 at 05:54 AM


SeanTheLawn
Joined: Sep 4, 2007


Posted: Nov 13, 2010 12:43 PM    Msg. 2 of 3       
A quote from Uevenelefant from a thread I made a while ago:

Quote: --- Original message by: UnevenElefant5
1) Looking deals with the head, aiming is for the hand and body
2) I honestly don't know, try using the same animation for both, see how it turns out.
3) for looking or aiming anims it should be 9 frames (plus frame 0)
it should be formatted like this:
0=reference frame, what your biped looks like normally
1=down right
2=down center
3=down left
4=straight ahead right
5=straight ahead center
6=straight ahead left
7=up right
8=up center
9=up left

Then, you'll have to set up some stuff in the animations tag itself. So once it's compiled, make sure you do this:
under units, there should be "looking screen bounds" enter the amount your biped turns left or right into the "right yaw per frame" and "left yaw per frame".
It's absolute value, so no negatives.
Make the frame count always 1
If you have more than one "unit" like most bipeds (stand, alert, crouch, flee, etc) you'll have to repeat the process for all your "units"

A little farther down is aiming screen bounds. Basically do the same thing as looking screen bounds, but take the values from the aiming animation instead.
Hope this helps


That's from this thread:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=30963

Basically once your biped looks past the looking screen bounds, the turn-left and turn-right animations kick in. Make sure the aim-still and aim-move are jmo and the turning animations are jmr.


modtyrant
Joined: Apr 2, 2010


Posted: Nov 13, 2010 05:59 PM    Msg. 3 of 3       
Oh, okay thanks. The importer was saying JMT so maybe that's why it's not working. I will change it to JMR then (I actually had the directions right the whole time).

 

 
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